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I.E v Bath Uni (was:Re: mod anyone ?)

Date1999-10-07 16:31
FromRichard Dobson
SubjectI.E v Bath Uni (was:Re: mod anyone ?)
FWIW, although Netscape is effectively locked out, I have found that
using Internet Explorer (v.5; I am running Windows2000) I can
sucessfully step through the ftp...dream directories and download files.
You have to right-click on the file, and then select 'copy to folder'.
Drag+drop also seems to work. Double-clicking to access a file does not
work. So presumably the methods that are working cause I.E to appear
more like a classic ftp client.

So, despite their best efforts, the powers that be have not managed to
lock out Microsoft entirely. Should we be worried?


Richard Dobson



Varga István wrote:

> 
> Netscape and IE cannot connect to the bath server, while I am able to
> download files using FAR manager, or other ftp client programs

-- 
Test your DAW with my Soundcard Attrition Page!
http://wkweb5.cableinet.co.uk/rwd (LU: 17th September 1999)
CDP: http://www.bath.ac.uk/~masjpf/CDP/CDP.htm (LU: 14th June 1999)


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Date: Thu, 07 Oct 1999 13:06:14 -0500
From: Stan Olejarz 
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Subject: designing an instrument
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Just curious as to what creative procedure is best  used to create an
instrument? Would one (a)- create the timbre of the instrument first,
and if so how would one go about this? Would your instrument be focused
around fuunction statements or sound generators such as foscil, buzz,
etc.?

Any insight would be gratefully appreciated

Stan Olejarz
Toronto,Canada




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From: Thomas Judson 
To: csound@maths.ex.ac.uk
Subject: Help with F statements
Date: Thu, 07 Oct 1999 14:32:23 EDT
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Hi everyone,
	My name is Thomas Judson and I'm new to Csound.  I was wondering where 
would be a good place to look for help designing f tabels and wave shapes.  
Right now I'm working on the Chowning Instruments (coverting from flowchart) 
and I'm having a hard time figuring out how to design my tables to make the 
proper sound.  Some people have told me the f statements to use, but I would 
perfer to figure it out on my own so that I may later design my own 
instruments without worrying about the wave table.
Any help would be welcome.
Thanx,
Tohm Judson

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com


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Date: Thu, 07 Oct 1999 16:36:42 +0200
From: Gabriel Maldonado 
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I suggest you to use DirectCsound, if you are using Windows 95/98. With
DirectCsound it is possible to have real-time sound output during
instrument rendering & have that sound written to a file at the same
time (see documentation). Another way to do this is to use the fout
opcode (see manual).

The controller opcodes are ctrl7  (see manual). initc7 only initializes
its value.
-- 
Gabriel Maldonado

http://web.tiscalinet.it/G-Maldonado




jpff@maths.bath.ac.uk wrote:
> 
> ------- Start of forwarded message -------
> Date: Wed, 06 Oct 1999 21:02:53 -0400
> From: Marc 3 Poirier 
> Subject: 2 real-time Csound questions
> 
>         Hello.  I am a novice at real-time Csound & have a couple of questions:
> 
>         1)  Is it possible to have real-time sound output during instrument
> rendering & have that sound written to a file at the same time?
>         2)  I want to use two controllers on my MIDI keyboard as my realtime
> inputs.  What exactly do I have to do to do this?  I have included these
> controller initializing statements in my ORC file (although I don't know
> whether they are necessary):
> 
> initc7 imidchan, imodwheel, 0
> initc7 imidchan, ivolume, 0
> 
> (In my ORC file, "imidchan" = 1, "imodwheel" = 1, & "ivolume" = 7.)  I also
> included the -M flag in the command line when compiling in Consound.  After
> it, I put "sbmidi" because the Csound help file says:
> 
> - -M dnam       read MIDI realtime events from device 'dnam' (must be sbmidi)
> 
> Csound crashes every time I run this instrument.  When I render it in
> Winsound, there is a box for "MIDI Device" in the "Additional Arguements"
> window, but there are no options in the box, so I don't pick anything.
> Winsound crashes every time, too.  What am I doing wrong?  Do I need to do
> anything else?  I use the latest versions of Winsound & Consound on Windows
> 98 & I use a Turtlebeach Pinnacle soundcard for my MIDI port.
> 
> Thank you,
> Marc Poirier
> ------- End of forwarded message -------



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To: jpff@maths.bath.ac.uk
From: "Dr. Richard Boulanger" 
Subject: Please post this message for me to the list
Date: Thu, 7 Oct 1999 13:53:18 -0400

Dear Csound,

I will have details and news on The Csound Book and a number of exciting
new Csound initiatives that I have been negotiating with MIT Press in the
next week - including a 4 CD Series "The Csound Masters" and Csound
Composition and Instrument Design Contests.  I am preparing to burn the
CD-ROM master and would like to include the instruments that have been
submitted to the Csound Mailing List over the past few years... at least
all those that I could get to run.

Over the past 2 years, I have hired students to clean up and organize all
of the Csound instruments into a consistant format (there are 2000 others
that I have collected as well), but they lost track of the email addresses
and names of the authors of these following 100 instruments.  (Actually
some of them are mine!  But I can't remember them at this stage either.)
What I am hoping is that you will download either the .sit or .zip version
of the "various"  folder below and see if you recognize the designs....
There is, in fact a really lovely composition in this group and I would
especially like to know the author of this.  Can you check it out and get
back to me in a week?  Also, if you do not want your designs included on
the cd-rom, please let me know.  But rest assured, that everyone involved
in The Csound Book project holds the copyright to their compositions and
instrument designs.

More news very soon.  Thanks for your help...


http://mitpress.mit.edu/e-books/csound/fpage/instr/Various.sit
http://mitpress.mit.edu/e-books/csound/fpage/instr/Various.zip



Dr. Richard Boulanger
editor
The Csound Book!!!!

_____________________________________________________________
Dr. Richard Boulanger
Professor - Music Synthesis Department
Berklee College of Music
1140 Boylston Street  - Boston, MA  02215-3693
Office Phone: (617) 747-2485   Office Fax: (617) 536-2257
Email: radiobaton@earthlink.net  OR  rboulanger@berklee.edu
_____________________________________________________________

Personal Webpage: http://home.earthlink.net/~radiobaton/
Everything Csound: http://www.csound.org
_____________________________________________________________



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Date: Thu, 07 Oct 1999 23:10:24 +0200
From: Gabriel Maldonado 
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Hi all,
DirectCsound 3.0 is available for download on my site:

http://web.tiscalinet.it/G-Maldonado

It involves the following features:

1) Windows DirectSoundCapture support (-+C flag). Low latency audio
input (for those audio cards that support it in native mode).

2) Windows DirectSound support of secondary buffers (-+S flag. This
makes DirectCsound compatible with more Windows platforms).

3) Support realtime three-dimensional audio (surround audio with some
audio cards): Microsoft's DirectSound3D and Creative's EAX 2.0

4) Windows DirectSound3D support. New opcodes: Init3dAudio, Out3d,
DsListenerPosition, DsListenerOrientation, DsListenerRolloffFactor,
DsListenerDistanceFactor, DsListenerSetAll, DsMode, DsPosition,
DsMinDistance, DsMaxDistance, DsConeAngles, DsConeOrientation,
DsConeOutsideVolume, DsSetAll, DsEaxSetDeferredFlag,
DsCommitDeferredSettings.

5) Creative's EAX 2.0 support: New opocodes: EaxListenerEnvironment, 
EaxListenerEnvSize, EaxListenerEnvDiffusion, EaxListenerRoom,
EaxListenerRoomHF, EaxListenerDecayTime, EaxListenerDecayTimeHfRatio,
EaxListenerReflections,  EaxListenerReflectionsDelay, EaxListenerReverb,
EaxListenerReverbDelay,  EaxListenerRoomRolloff,
EaxListenerAirAbsorption, EaxListenerFlags, EaxListenerAll,
EaxSourceDirect, EaxSourceDirectHF, EaxSourceRoom, EaxSourceRoomHF,
EaxSourceObstruction, EaxSourceObstructionRatio,  EaxSourceOcclusion,
EaxSourceOcclusionRatio, EaxSourceOcclusionRoomRatio,
EaxSourceRoomRolloff, EaxSourceAirAbsorption, EaxSourceOutsideVolumeHF,
EaxSourceFlags, EaxsourceAll

6) Termination action in response of a MIDI 0xF5 message (which at
present time is not used for any other purpose). So to terminate a
realtime session of DirectCsound is sufficient to send a 0xF5 byte via
MIDI. This help with shells, and makes useless to focus Csound console
and to press Ctrl-C. VMCI Plus 2.01 supports this feature.

-- 
Gabriel Maldonado

http://web.tiscalinet.it/G-Maldonado



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From: Nunativs 
To: Csound Mailing List 
Subject: Re: [ANNOUNCE] DirectCsound 3.0 (beta) available
Date: Thu, 7 Oct 1999 15:48:54 -0700
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Gabriel,
    Just when I was starting to get into Linux........., no support for
Soundblaster Live!

-----Original Message-----
From: Gabriel Maldonado 
To: Csound Mailing List 
Date: Thursday, October 07, 1999 2:03 PM
Subject: [ANNOUNCE] DirectCsound 3.0 (beta) available


>Hi all,
>DirectCsound 3.0 is available for download on my site:
>
>http://web.tiscalinet.it/G-Maldonado
>
>It involves the following features:
>
>1) Windows DirectSoundCapture support (-+C flag). Low latency audio
>input (for those audio cards that support it in native mode).
>
>2) Windows DirectSound support of secondary buffers (-+S flag. This
>makes DirectCsound compatible with more Windows platforms).
>
>3) Support realtime three-dimensional audio (surround audio with some
>audio cards): Microsoft's DirectSound3D and Creative's EAX 2.0
>
>4) Windows DirectSound3D support. New opcodes: Init3dAudio, Out3d,
>DsListenerPosition, DsListenerOrientation, DsListenerRolloffFactor,
>DsListenerDistanceFactor, DsListenerSetAll, DsMode, DsPosition,
>DsMinDistance, DsMaxDistance, DsConeAngles, DsConeOrientation,
>DsConeOutsideVolume, DsSetAll, DsEaxSetDeferredFlag,
>DsCommitDeferredSettings.
>
>5) Creative's EAX 2.0 support: New opocodes: EaxListenerEnvironment,
>EaxListenerEnvSize, EaxListenerEnvDiffusion, EaxListenerRoom,
>EaxListenerRoomHF, EaxListenerDecayTime, EaxListenerDecayTimeHfRatio,
>EaxListenerReflections,  EaxListenerReflectionsDelay, EaxListenerReverb,
>EaxListenerReverbDelay,  EaxListenerRoomRolloff,
>EaxListenerAirAbsorption, EaxListenerFlags, EaxListenerAll,
>EaxSourceDirect, EaxSourceDirectHF, EaxSourceRoom, EaxSourceRoomHF,
>EaxSourceObstruction, EaxSourceObstructionRatio,  EaxSourceOcclusion,
>EaxSourceOcclusionRatio, EaxSourceOcclusionRoomRatio,
>EaxSourceRoomRolloff, EaxSourceAirAbsorption, EaxSourceOutsideVolumeHF,
>EaxSourceFlags, EaxsourceAll
>
>6) Termination action in response of a MIDI 0xF5 message (which at
>present time is not used for any other purpose). So to terminate a
>realtime session of DirectCsound is sufficient to send a 0xF5 byte via
>MIDI. This help with shells, and makes useless to focus Csound console
>and to press Ctrl-C. VMCI Plus 2.01 supports this feature.
>
>--
>Gabriel Maldonado
>
>http://web.tiscalinet.it/G-Maldonado
>
>



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From: Michael Gogins 
To: Stan Olejarz , csound@maths.ex.ac.uk
MMDF-Warning:  Parse error in original version of preceding line at UK.AC.Bath.maths.omphalos
Subject: RE: designing an instrument
Date: Thu, 7 Oct 1999 21:42:48 -0400
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Use the Amsterdam Catalogue of Csound Computer Instruments and listen to
examples while looking at their code. Then try changing some parameters.

Not many people can imagine a timbre and then know how to code it - usually
you hear an instrument that sounds cool and adapt the code. Risset's
original instruments are now in their 4th or 5th generation of adapation.
The fact is, there aren't that many musically interesting algorithms:
filtered noise, 3 or 4 kinds of frequency modulation, stacked and/or detuned
additive synthesis, sampling, plucked and filtered string and waveguide
models, linear predictive coding, the phase vocoder. The Amsterdam book and
Hans Mikkelson's web site will get you through all of them. They are in all
the commercial synthesizers and samplers as well as in Csound. But
filtering, using 2 or more slightly different and/or detuned copies of an
algorithm ("chorusing"), reverberating, different FM ratios and indices, and
a little delayed feedback here and there, can create startlingly many
variations on these themes. If you have Generator or Reaktor by Native
Instruments, a Windows software synthesizer, it gives you a building block
and wiring diagram user interface with which you can build and vary
algorithms with all the same basic opcodes but in a more intuitive way. It
has a free downloadable demo. Syd will do the same thing less fancily but is
completely free for both Mac and Windows. Once you play with these
instruments, you can use Csound to really go to town; I have frequently been
able to get Csound to sound better than its "easier to use" competition but
it takes a lot of refinement of algorithms, writing float soundfiles, and
using 1 control sample for each audio sample.

-----Original Message-----
From: owner-csound-outgoing@maths.ex.ac.uk
[mailto:owner-csound-outgoing@maths.ex.ac.uk]On Behalf Of Stan Olejarz
Sent: Thursday, October 07, 1999 2:06 PM
To: csound@maths.ex.ac.uk
Subject: designing an instrument


Just curious as to what creative procedure is best  used to create an
instrument? Would one (a)- create the timbre of the instrument first,
and if so how would one go about this? Would your instrument be focused
around fuunction statements or sound generators such as foscil, buzz,
etc.?

Any insight would be gratefully appreciated

Stan Olejarz
Toronto,Canada




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I don't know about your second question, but as to the first:

> From: Marc 3 Poirier 
> Subject: 2 real-time Csound questions
> 
>         1)  Is it possible to have real-time sound output during instrument
> rendering & have that sound written to a file at the same time?

I just started playing with this using the soundout opcode. It works.
The current limitation seems to be that you can only write
single-channel files, so you have to use 2 soundout statements to
separate files if you want stereo. Also, you can only save "raw"
(un-headered) files. Combine the files later in a sound editor or
something.
Quick example:

instr 1 
            ; Save realtime input to a file, silently
adummy init 0
a1, a2 ins
soundout a1, "left", 4 ; works, but cannot make
headered                                 ; files.
            ; Note also that "soundouts" is NOT working yet.
		; so we can only do mono.
soundout a2, "right", 4
outs adummy, adummy ; change this to a1, a2 if you want to hear
		    ; realtime output
endin



I just noticed G. Maldonado's "fout" family of opcodes which seem to do
the same thing with much more flexibility, including writing .wav files.
They are included in very recent versions (not 3.54 which I have.)

---PW


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From: Paul Winkler 
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Stan Olejarz wrote:
> 
> Just curious as to what creative procedure is best  used to create an
> instrument? Would one (a)- create the timbre of the instrument first,
> and if so how would one go about this? Would your instrument be focused
> around fuunction statements or sound generators such as foscil, buzz,
> etc.?

Well, since I'm currently struggling with an instrument that's
stubbornly not quite doing what I want, I've been thinking about this
today.

I find it hard to keep track of what I've already tried, what didn't
work, etc. The method I'm evolving at the moment is something like:

1) Take notes (pencil & paper) on what I'm trying to get the instrument
to do

2) Imagine some possible ways to do that (this is the creative part). 
For me, at this stage I am not thinking about opcodes at all; I'm
thinking conceptually about how this sound or effect might be done
(either in analog, which I understand reasonably well, or
mathematically, which I don't understand well at all, or just in some
vague conceptual notion of what the sound is "doing").

3) Pick a method that looks promising; break it down into more specific
steps.

4) Browse around the csound manual looking for opcodes to handle key
steps of this instr. Familiarity helps a lot here.

5) Write a new .orc file. instr 1 is your first attempt at the
instrument. Leave out all the fancy features: just try to get something
really basic that works and demonstrates the essential core concept of
the instrument. Edit instr 1 until it does something. At this point you
may find the basic idea is a total dud. If so,write a comment to that
effect, abandon instr 1, and start instr 2 based on an alternative
method from your notes. Keep trying until you have an instrument that
does something promising. Write a comment in the instrument saying that
it basically works.

6) DON'T add features to, or modify, the basic working instrument.
Instead, copy it to a new instrument, re-number it, add the feature, and
test the new instrument. This way you always have a record of something
that worked. This is important when you change something that screws
everything up... but you're not sure how many changes you made or how
you screwed it up.

7) Repeat above steps as necessary. 

Don't worry if you end up with a huge orc that contains 5 totally silent
instruments, 10 that make horrible noises nothing like you want, 10 that
sound very uninteresting, 10 that lack nice features you want, and only
one that does the job properly.  You can always skip right to the end of
the file and copy the good instrument into a separate orc for your
composition (where you should put a comment about what file you copied
the instr. from, and what number it was in that file... in case you
change stuff later...)

My instrument is almost doing what I want now. :)


----------------    paul winkler    ------------------
slinkP arts:  music, sound, illustration, design, etc.

zarmzarm@hotmail.com   --or-- slinkp AT ulster DOT net
http://www.ulster.net/~abigoo/
===========================


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From: David Boothe 
To: Stan Olejarz , csound@maths.ex.ac.uk
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I go from general to specific.

First, I hear it in my mind's ear, then mentally "deconstruct" it to
determine what type of synthesis/opcode could produce such a sound. This
often involves getting a general idea for control signals, filters, etc.,
as well the basic opcode(s). (This is an acquired skill. Twenty-eight years
as a recording engineer helps a lot.) Only when I have a clear idea of what
sound I
want and generally what to do to get it, do I start coding.

When coding I start with the basic sound generator(s), adding modifiers and
control signals, so that the instrument and sound tends to grow from the
inside out, still trying to keep focused on my original concept.

Although I've made it sound so logical and holistic, there is still no small
amount of trial and error involved, and sometimes surprises.

But, adopting this approach, and using Csound as the machinery, I can
maintain a certain self-discipline and avoid wasting hours in aimless knob
twirling - a bad habit I developed back in modular analog days.

-David.


Stan wrote:

>Just curious as to what creative procedure is best  used to create an
>instrument? Would one (a)- create the timbre of the instrument first,



__________________________________________________
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Hi everyone.

I Haven't used Csound in a while and am wondering what folks
are using to make scores on the Macintosh.  When i used to
run Csound on my NeXT i used cshell scripts and a handy little
thing called Score11 by A. Brinkman.  It is a little score
pre-processor that is especially good for quick and dirty stuff.
I believe that it is in pascal.  I wonder if anyone has ported the
Score11 app to the Mac.  Or if anyone knows If Brinkman has
let the code out.  Anyway, i have some old Score11 scripts
that i would like to re-compile, and i am wondering if anyone
has Score11 up and going.

Meanwhile, what are others using?  It is sort-of a pain to
write C code to make scores.  Mac Perl still stinks and
i am not to hot to learn it anyway.  Buying MAX or Excell
is a bit out of the question for now.  Heck, if i had that kind
of money i would just buy SuperCollider.

cheers,
-kp
Seoul, Korea
kevin@raven.dartmouth.edu



Free, fast e-mail accessible anytime, anywhere http://www.imaginemail.com


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From: Gabriel Maldonado 
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Dear Csound Community,
I propose to divide the huge work of testing ALL Csound, opcodes,
providing a simple, short and essential example for each one
(DirectCsound now gives a count of 727(!!!) opcodes including original
Perry Cook ToolKit, DS3d and EAX opcodes). This will hugely help the
developers to mantain the various versions, by batch testing all opcodes
(some old opcodes could be broken in newer versions). Those examples can
also be included in the manual. Unfortunately testing an opcode, can
sometime require more time than implement a new one.

So I'm searching many willing csounders in order to organize a division
of this hard work.

Any candidate can be included in the Team. We can divide the opcodes in
family groups or proceed alphabetically. Any idea?

P.S. I remember that an alphabetical list of all opcodes implemented in
a Csound version can be obtained by running Csound with the following
command line:
csound  --opcodes.txt -z1 

where the file "opcodes.txt" is the target text file containing the
list.

BtW: How many people is included in this list?

Thanks in advance
-- 
Gabriel Maldonado

http://web.tiscalinet.it/G-Maldonado

Date1999-10-08 13:27
FromThomas Neuhaus
SubjectRe: I.E v Bath Uni (was:Re: mod anyone ?)
On Thu, 7 Oct 1999, Richard Dobson wrote:

> 
> So, despite their best efforts, the powers that be have not managed to
> lock out Microsoft entirely. Should we be worried?
> 
Yes! Very much so

Thomas N.





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From: Gabriel Maldonado 
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Hi all,
DirectCsound (ver 3.01 not already released) supports realtime oriented
orchestras, without any needs of score. What file extension do you think
to use as standard. Unified orc/sco uses ".csd" .
I think ".rt" for realtime orchestras could be good, as well as ".rto" 
(rt orchestra). Any suggestion?

-- 
Gabriel Maldonado

http://web.tiscalinet.it/G-Maldonado



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From: Josep M Comajuncosas 
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Wow congratulations! The gong sounds pretty cool and allows a nice variet=
y of
textures. I see the orchestra more as a phenomenological model of the ins=
trument
than as a true physical model of it. But you could try to better approxim=
ate the
instrument behaviour, for example using a much more complex waveguide mes=
h to model
the plate morphology, and applying more PNF=B4s in parallell at different=
 points of
the mesh, as suggested in Duyne=B4s.
Processing time doesn=B4t matter ;-) but it could be a pain to code ...
Please keep on posting all this magnific stuff!

Josep M


Sean Costello escribi=F3:

> Hi all:
>
> I have been experimenting with the passive nonlinear filters described =
by Scott
> Van Duyne in various publications. To test these out, I converted one o=
f my
> reverb orchestras into a gong. --

Josep M Comajuncosas
C/ Circumval.lacio 75  08790 Gelida - Penedes
Catalunya - SPAIN tel. 93 7792243
e-mail:          gelida@intercom.es
ET Informatica de Sistemes
e-mail: jcomajuncosas@campus.uoc.es
  http://members.tripod.com/csound/





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From: flavio adorno 
To: csound@maths.ex.ac.uk
Subject: Csound AddIn 1.0 for Microsoft Word
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Csound AddIn 1.0 for Microsoft Word
[Windows 9X]   

Csound AddIn turns Ms Word into a shell
program for Csound. You can create buttons
for Csound parameters and utilities.

Download at:
http://www.geocities.com/SiliconValley/Drive/8552/index.htm

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com


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From: Rich Weisgerber 
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I'd love to help out with this.
That's what I enjoy doing the most.
It would help me learn csound much quicker.

A suggestion.
This needs to include backwards compatibility issues, yes?
So new Csound does not break old Orc/Sco, correct.
Use tried and true 'archive' compositions as part of the testing process.
They're quite wonderful and refreshing to hear again.

A question.
This came up before on the list.
Someone mentioned, "How do you validate the results if binary compare is not
an option?"
I ask, how would you know if something is only slightly broken, as in some
math somewhere is just 'a little bit off'?

Another suggestion that would help users immensely.
All opcodes (funtions, the whole bit) could each have useable and useful
example Orc/Sco's in the doc.
Before the flames start, this would be in the context of just enough to get
the idea across for users.
Where this would come in real handy for this "Csound QA Testing Team", white
box method of test where the opcode/function developer knows the range and
extent of what the code should do would write test code that also
demonstrates (and attempts to go beyond) the 'bounds' of said code.

What I see happening if it gets off the ground is two things, both
beneficial to the Csound community.
We as users/testers would have a bank of known good code to work from that
would allow the test team to put together the test scripts with less hassle
AND the users some know good code to get a better handle quicker what all
this  stuff is for and about.


Details on request.
My day job is software/hardware test.
The main reason I have so little time in on Csound.

A warning.
Opening the door to Csound QA ...
There's no turning back.
It's a life-long commitment, but long overdue here...


Thanks Gabriel, for the suggestion....



-----Original Message-----
From: owner-csound-outgoing@maths.ex.ac.uk
[mailto:owner-csound-outgoing@maths.ex.ac.uk]On Behalf Of Gabriel
Maldonado
Sent: Friday, October 08, 1999 1:33 AM
To: Csound Mailing List
Subject: Csound Beta Tester Team


Dear Csound Community,
I propose to divide the huge work of testing ALL Csound, opcodes,
providing a simple, short and essential example for each one
(DirectCsound now gives a count of 727(!!!) opcodes including original
Perry Cook ToolKit, DS3d and EAX opcodes). This will hugely help the
developers to mantain the various versions, by batch testing all opcodes
(some old opcodes could be broken in newer versions). Those examples can
also be included in the manual. Unfortunately testing an opcode, can
sometime require more time than implement a new one.

So I'm searching many willing csounders in order to organize a division
of this hard work.

Any candidate can be included in the Team. We can divide the opcodes in
family groups or proceed alphabetically. Any idea?

P.S. I remember that an alphabetical list of all opcodes implemented in
a Csound version can be obtained by running Csound with the following
command line:
csound  --opcodes.txt -z1

where the file "opcodes.txt" is the target text file containing the
list.

BtW: How many people is included in this list?

Thanks in advance
--
Gabriel Maldonado

http://web.tiscalinet.it/G-Maldonado



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From: Sean Costello 
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To: Josep M Comajuncosas 
CC: csound 
Subject: Re: Gong Orc and Sco
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Josep M Comajuncosas wrote:
>=20
> Wow congratulations! The gong sounds pretty cool and allows a nice vari=
ety of
> textures. I see the orchestra more as a phenomenological model of the i=
nstrument
> than as a true physical model of it. But you could try to better approx=
imate the
> instrument behaviour, for example using a much more complex waveguide m=
esh to model
> the plate morphology, and applying more PNF=B4s in parallell at differe=
nt points of
> the mesh, as suggested in Duyne=B4s.

Thanks! I based the goto statements of my PNF on your Karplus-Strong orch=
estra
with the PNF. I have recently worked on a gong with 8 delay lines joined =
by a
"scattering" junction, similar to the JOS physical modelling (but in a fe=
edback
delay network format, as opposed to bidirectional waveguides). It sounds =
pretty
good, but the original gong based on the Puckette/Stautner reverb sounds =
a bit
better to my ears. The feedback matrix makes a HUGE difference - when I c=
hanged
the feedback matrix in the Puckette/Stautner reverb to a feedback matrix =
based
on a scattering junction with equal impedences, it sounded HORRIBLE. Too =
much
beating of modes with the scattering junction feedback matrix. Of course,=
 I need
to do some tweaking of the PNFs with the new gong sounds, to find the "sw=
eet
spots." I have also incorporated some subtle modulation of the delay leng=
ths
with sub-audio random functions, and this seems to smooth out much of the
beating between modes.

I plan on working on the 2-D waveguide meshes suggested by Scott Van Duyn=
e in
the next week or so. Unfortunately, most of the shortcuts that he uses to=
 gain
speed (i.e. binary shifting instead of division) won't be achievable in a=
 Csound
orchestra. Still, I do plan on writing an orchestra that implements a wav=
eguide
mesh. I might have to write a small program in C that writes the bulk of =
the
orchestra, as the number of repeated statements should be huge...

Sean Costello


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From: Liduino Oliveira 
To: csound@maths.ex.ac.uk
MMDF-Warning:  Parse error in original version of preceding line at UK.AC.Bath.maths.omphalos
Subject: Bell Risset
Date: Fri, 8 Oct 1999 15:40:11 -0700
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Why if I try to realize the Bell instrument (found in Dodge, Computer Music,
2nd Edition, pag 105) my wavetable must have a size of 8193 and my envelope
must be oscil1?
Liduino





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Subject: FW: orc+sco searching
From: Javier Ruiz 
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Dr. Boulanger=B4s address does not seem to work for me. I think it is okay to
send this to the list

----------
From: "Javier Ruiz" 
To: Richard Boulanger 
Subject: orc+sco searching
Date: vier., 8 octu 1999 18:39


Dr. Boulanger,
Regarding your orc+sco searching, the files kim1.orc and kim1.sco (included
in the file various.sit) may have been composed by Kim Cascone.

By the way, a .wav file got caught in the file also. It is not needed for
the examples.

Hope it helps.
--
Javier Ruiz, composer
CANARY ISLANDS-SPAIN
phone:   34 922 54 29 31
e-mail: javi.ruiz@tfn.servicom.es

P.S. I am looking forward to put my hands on the book and the CDs you are
editing!



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Subject: FW: orc+sco searching
From: Javier Ruiz 
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The Dr. Boulanger e-mail address does not seem to work. I am sending this to
the list.

----------
From: "Javier Ruiz" 
To: Richard Boulanger 
Subject: orc+sco searching
Date: vier., 8 octu 1999 18:39


Dr. Boulanger,
Regarding your orc+sco searching, the files kim1.orc and kim1.sco (included
in the file various.sit) may have been composed by Kim Cascone.

By the way, a .wav file got caught in the file also. It is not needed for
the examples.

Hope it helps.
--
Javier Ruiz, composer
CANARY ISLANDS-SPAIN
phone:   34 922 54 29 31
e-mail: javi.ruiz@tfn.servicom.es

P.S. I am looking forward to put my hands on the book and the CDs you are
editing!



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Hello
    You can find the orc & sco of this instrument in amsterdam
catalogue.
I think also (i don't remember exactly) that you must generate a bell
like env
with another orchestra which is included in the above mentionned
catalogue.
(by the way you can find many other examples of the dodge book in that
catalogue)

    Cheers
    karim



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Date: Sat, 09 Oct 1999 01:49:21 -0500
From: Sheldon 
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Subject: back to 3D sound - holophonic
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all the talk of 3D sound made me remember something I read about a long
time ago - holophonic sound.  has anyone else heard of this?  apparently
an Argentinian physiologist named Hugo Zuccarelli came up with a way to
record holograms of sound.  he achieved a three dimensional sound that
maintained its spaciousness regardless of positions of speakers, number
of speakers, or position of listener relative to the speaker(s).  when I
first read about it seven or eight years ago he was refusing to release
his secrets.  i guess peter gabriel and paul mccartney tried
unsuccessfully to buy the technology from him.  has anyone heard
anything since then?  it would seem to be the holy grail of 3D sound.

sheldon



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Subject: Re: back to 3D sound - holophonic [ot]
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>
>all the talk of 3D sound

3D sound !=3D ecz!zt

>made me remember something

apropoz ur rekall.

1 memor! rekall =3D 1 art!f!z!al konztrukz!on
due 2 !t !=3D ankord b! kurnt senzor! !nput.
rekalz =3D d!nam!kl! kreatd + ku!te oftnl! d!f on zukzez!v okaz!onz +
=3D potenz!al! ta!ntd b! !njekz!onz 4rom !mag!naz!on.
ztud!ez ov critical e! u!tnesez 2 ztaged m!zhapz =3D zugezt
evn dzoze critical !e u!tnesez who =3D !n!z!al! rekald dze eventz korektl!
=3D aftr feu weekz get dzm zkrambld + !=3D real!sz !t


>I read

aftr all du !=3D z dze j!ter! v!zual f!eld dzat
ur critical e! movemntz zugezt du =3D l!kl! 2 b zee!ng
radzr du =3D z 1 ultra luvl! + ztable kap!tal!zt!k modl ov dze velt
- l!kl! u!th du !n dze zntr.


>about a long

apparently


>time ago - holophonic sound.  has anyone else heard of this?

netochka nezvanova +?


>apparently


dze mak!ntosh dezktop metafor =3D haz perm!td 1 2 th!nk
!n dze fam!+l!ar relm ov foldrz. dokumntz. + trash kanz
!f analog!ez map u!th zuf!z!ent po!ntz ov korezpondensz 1 =3D kan r!zn



>an Argentinian physiologist named Hugo Zuccarelli came up with a way to
>record holograms of sound.  he achieved a three dimensional sound that
>maintained its spaciousness regardless of positions of speakers, number
>of speakers, or position of listener relative to the speaker(s).  when I
>first read about it seven or eight years ago he was refusing to release
>his secrets.  i guess peter gabriel and paul mccartney tried
>unsuccessfully to buy the technology from him.  has anyone heard
>anything since then?  it would seem to be the holy grail of 3D sound.
>
>sheldon


zuccarelli - inventor of holophonics - argentinian
- came up with whole system using dummy head filled with fluids
and all sorts of other things called "ringo" (I have no idea either....)
- back in the days when a digital audio rig meant a Sony F1 recorder
...................left england in semi-disgrace when Studio Sound
got a hold of his patent application which revealed his system to be
basically digital binaural.... h3o




- m9ndfukc.macht.fre!. du b!zt ez.
[n-at_o.ma_ch-t.fr_e!] =D8 f =D8 =D8 =D8 3
http://www.m9ndfukc.com




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Date: Sat, 9 Oct 1999 02:18:17 -0600
To: csound@maths.ex.ac.uk
Subject: [ot] \/\  nato.0+55+3d.v3kt0r.r2!n
Sender: owner-csound-outgoing@maths.ex.ac.uk
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--
nato.0+55+3d - 150 addtl kommandz : 300+.- total
nato.0+55    - 150 addtl kommandz : 230+.- total


              dynamic masks and mattes construction - animated transitions.
              2 types of video capture + related functions. -v2 does not
              require a digitizer.  video filters.  qtvr node routines.
              rtsp url support.  addtl quickdraw.pixel info data ops
              facilitating construction of image filters in max.
              color replacement.deformations.film or live video to
midi-etcetera.
              track utility operations. programmatic film playlists. addtl
import
              + automatik data placement + display management routines.
              live video mapping on 3d data. live video mirroring +
ultra.tekkno
              pixelation.



       kode  : http://www.m9ndfukc.org/korporat/nato.0+55+3d.html
      plzt!k : http://m9ndfukc.com/nato.0+55 _- plzt!k zo=86t v3kt0r r2!n






                                        |=7F|
                                      |=7F|9|=7F|
[p-un_kT-pr_o-T=96k_oL] =D8 f =D8 =D8 =D8 3       |=7F|
                 herausgegeben v=F8m !nternat!onalen
!nst!tut f:ur ordnung |+| d!sz!pl!n
       : / / m9ndfukc.com

                                                    e
                                                    |
                                                     |  +----------
                                                    |  |
                                   \\----------------+  |
                                                       |
                                                       e




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>
>all the talk of 3D sound

3D sound != ecz!zt

>made me remember something

apropoz ur rekall.

1 memor! rekall = 1 art!f!z!al konztrukz!on
due 2 !t != ankord b! kurnt senzor! !nput.
rekalz = d!nam!kl! kreatd + ku!te oftnl! d!f on zukzez!v okaz!onz +
= potenz!al! ta!ntd b! !njekz!onz 4rom !mag!naz!on.
ztud!ez ov critical e! u!tnesez 2 ztaged m!zhapz = zugezt
evn dzoze critical !e u!tnesez who = !n!z!al! rekald dze eventz korektl!
= aftr feu weekz get dzm zkrambld + != real!sz !t


>I read

aftr all du != z dze j!ter! v!zual f!eld dzat
ur critical e! movemntz zugezt du = l!kl! 2 b zee!ng
radzr du = z 1 ultra luvl! + ztable kap!tal!zt!k modl ov dze velt
- l!kl! u!th du !n dze zntr.


>about a long

apparently


>time ago - holophonic sound.  has anyone else heard of this?

netochka nezvanova +?


>apparently


dze mak!ntosh dezktop metafor = haz perm!td 1 2 th!nk
!n dze fam!+l!ar relm ov foldrz. dokumntz. + trash kanz
!f analog!ez map u!th zuf!z!ent po!ntz ov korezpondensz 1 = kan r!zn



>an Argentinian physiologist named Hugo Zuccarelli came up with a way to
>record holograms of sound.  he achieved a three dimensional sound that
>maintained its spaciousness regardless of positions of speakers, number
>of speakers, or position of listener relative to the speaker(s).  when I
>first read about it seven or eight years ago he was refusing to release
>his secrets.  i guess peter gabriel and paul mccartney tried
>unsuccessfully to buy the technology from him.  has anyone heard
>anything since then?  it would seem to be the holy grail of 3D sound.
>
>sheldon


zuccarelli - inventor of holophonics - argentinian
- came up with whole system using dummy head filled with fluids
and all sorts of other things called "ringo" (I have no idea either....)
- back in the days when a digital audio rig meant a Sony F1 recorder
...................left england in semi-disgrace when Studio Sound
got a hold of his patent application which revealed his system to be
basically digital binaural.... h3o




- m9ndfukc.macht.fre!. du b!zt ez.
[n-at_o.ma_ch-t.fr_e!]  f    3
http://www.m9ndfukc.com



dupswapdrop -- the music-dsp mailing list and website: subscription info,
FAQ, source code archive, list archive, book reviews, dsp links
http://shoko.calarts.edu/musicdsp/



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Dear fellows,
at present time the brave persons who answered to my appeal are:

Michael Gogins,
Rich Weisgerber,
Krzysztof Foltman,
Richard Bowers,
Grant Covell (?)...

I think it is reasonable to wait the Team has grown at least up to 20
people before proceed with casting, but, I remember, the more amount of
people agrees with the proposal, the less would be the hard work for
each individual person.

Thanks to the guys which got on aboard so far.

Gab